About Ella Magrid
hit points, half +1
rolled stats were 18 17 16 14 13 10
took str 17 dex 13 con 18 int 16 wis 10 chr 14
became with changeling 19 13 16 16 10 16
took one of the mother's gift and great fort as the two free feats. Hero Lab doesn't list them as combat feats, but didn't know if the spirit of the non combat feat is more skill based. If so let me know and I'll switch one of them out.
lastly, extra skill was spellcraft.
not to stop fiddling... or at least try to. :)
“Name” first sergeant Tan asked firmly.
“Trisella Magrid, Ella for short” the shackled woman on the other side of the table answered plainly. Tan spared a glance at her, Again. He knew he was being obvious but couldn’t help himself. The prisoner was simply too... Amazonian in her proportions.
He coughed to cover his inadvertent pause “Do you know are charged with?”
“For not killing that craven whoreson before he could squeal for his guards.” anger flared in her voice.
“Attempted Murder.” he corrected her “Do you have reasons to hate the Darius family?”
“What? No. I hate little worms who think their second cousin’s accomplishments make them someone to be obeyed.” she shifted in agitation, he glanced again.
“Did you have a legitimate reason for the attack?” the questions were a formality. Witnesses all agreed she had tried to kill him, had crushed his right hand with a hammer and was in the process of strangling him with his own jeweled chains before his guards could intervene. The law required the accused be questioned though.
“He decided he was entitled to take what can only be offered” she leaned forward, indicating her aggrieved parties. Tan gulped and couldn’t help but lean forward himself.
Putting him just in reach, quick as a snake her hands shot out grabbing his neck. “My Eyes Are Up Here!!!” she hissed.
He looked, he had been avoiding it, not just because her assets were distracting him, but her eyes were... wrong. One eye a dark cherry sucking you in. The other a speckled violet that seemed to dance.
The eyes of a witch.
Her forehead met his nose with a sickening crunch. As he reared back, bleeding and cursing, the other guards beat her down. All to the tune of her rasping laughter.
“Trisella Magrid, you are sentenced to death by beheading, may Mitra have mercy on your soul.”
description and history:
A dark haired, pale skinned young woman with the height and physique of an amazon. A young woman who would be quiet fetching if it wasn’t for her persistent scowl and her discolored eyes. Ella respects strength, in mind and body equally. Rewards should be earned not deserved in her philosophy. A philosophy not commonly held in her good and virtuous homeland of Talingarde.
Her father was a hard man, but he was all she had. Torn away when he was hanged for desertion. Ella knew he was a blunt arse, but his own twisted sense of duty would never have allowed him to desert. More likely he told his incompetent commander exactly what he thought of him one too many times. A commander who got their position only because they were born to a name.
Blessed with her eyes, a general aura of oddness, and the same blunt mouth that killed her father made her a prime target for the bullies that plagued the orphanage. She always fought them, and almost always ended up bloodied and broken. Her height and strength meant little to sheer numbers.
Desperate to belong to something, the young woman hitting puberty succumbed easily to the pulling summons of her birth mother. A strong hag, answering so many questions about why she was how she was, but during the ritual that followed, it became obvious that she could never belong to them any more than with the humans.
Luck arrived in the form of Miltra’s own Knights of Alerion as they arrived to cleanse the land of the coven. A lone squire separated from the rest freed her from her ritual stone. Flushed with delight at recusing a maiden, he looked into her eyes only to shrink back in horror. This was not a virtuous victim but a tainted thing needing to be put down. Ella recognized the look. Her childhood had been a good teacher. So she grabbed his dagger and slammed into his neck before he could do the same to her.
She got away, the squire was the only one who saw her.
ant haul, comprehend languages, crafter's fortune, endure elements, enlarge person
Ash the cat:
Az CR –
Cat (Pathfinder RPG Bestiary 131)
LE Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +6
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 19 (1d8-1)
Fort +4, Ref +4, Will +1
Defensive Abilities improved evasion
Speed 30 ft.
Melee bite +6 (1d3-4), 2 claws +6 (1d2-4)
Space 2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 1st; concentration -1)
. . At will—guidance
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Weapon Finesse
[b]Skills Acrobatics +6, Climb +10, Disable Device +3, Handle Animal -1, Intimidate +1, Linguistics +0, Perception +6, Spellcraft -1, Stealth +20, Survival +4, Swim +6; Racial Modifiers +4 Climb, +4 Stealth
SQ domain influence, empathic link, share will
Divine Guidance (Sp) An emissary can cast guidance at will.
Domain Influence (Sp, Su) Cleric Domain (Ash) Fire Bolt 1d6 fire (1/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Will (1/day) (Su) When your or familiar fails a save, the other can roll in their place, but failure affects both.
Female changeling alchemist (internal alchemist, vivisectionist) 2/bloodrager (hag-riven) 2/witch* (Pathfinder Player Companion: Blood of the Coven 5, Pathfinder Player Companion: Blood of the Coven 27, Pathfinder RPG Advanced Class Guide 15, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 4 29, Pathfinder RPG Ultimate Magic 18, 20, Ultimate Wilderness 210)
LE Medium humanoid (changeling)
Init +2; Senses darkvision 60 ft.; Perception +6
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 natural)
hp 50 (4 HD; 2d8+2d10+14)
Fort +10, Ref +6, Will +1; +2 bonus vs. poison
Defensive Abilities share will; SR 10
Speed 30 ft. (20 ft. in armor)
Melee cold iron spear +7 (1d8+7/×3) or
. . dagger +7 (1d4+5/19-20) or
. . 2 claws +8 (1d4+6), 2 claws +8 (1d4+6)
Ranged javelin +5 (1d6+4)
Special Attacks bloodrage (9 rounds/day), claws of the hag, sneak attack +1d6
Alchemist (Internal Alchemist, Vivisectionist) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—blend[ARG] (2), comprehend languages
Str 19, Dex 14, Con 16, Int 16, Wis 10, Cha 16
Base Atk +3; CMB +7; CMD 19
Feats Brew Potion, Mother's Gift: Hag Claws[ARG], Mother's Gift: Surprisingly Tough[ARG], Mother's Gift: Uncanny Resistance[ARG], Scholar[ISWG]
Traits attempted murder, axe to grind, highlander (hills or mountains)
Skills Acrobatics +4 (+0 to jump), Climb +8, Craft (alchemy) +9 (+11 to create alchemical items), Disable Device +7, Handle Animal +7, Intimidate +12, Knowledge (arcana) +10, Knowledge (engineering) +4, Knowledge (nature) +12, Linguistics +6, Perception +6, Spellcraft +8, Stealth +11 (+13 in hilly or rocky areas), Survival +7, Swim +6; Racial Modifiers highlander (hills or mountains)
Languages Abyssal, Aklo, Common, Giant, Gnoll, Goblin, Orc, Sylvan
SQ alchemy (alchemy crafting +2), breath mastery, discovery (chameleon[ARG]), evil eye (2 rounds), mutagen (+4/-2, +2 natural armor, 20 minutes), patron (vengeance[UM]), poison use
Combat Gear mutagen[APG], scroll of cure light wounds, scroll of expeditious retreat, scroll of jump, scroll of touch of the sea, armor ointment[UE] (2), oil (2); Other Gear mwk agile breastplate[APG], cold iron spear, dagger, javelin (3), cloak of resistance +1, hat of disguise, alchemist starting formula book, backpack, bedroll, belt pouch, bullseye lantern, chalk (2), crowbar, flint and steel, grappling hook, hammer, ink, inkpen, iron circlet (hat of disguise): ironwood shaped from the vines and thorns of the rose, iron spike[APG] (3), journal[UE], mess kit[UE], silk rope (50 ft.), silver unholy symbol of Asmodues, Red pentagram: the Archstar , thieves' tools, tindertwig (3), trail rations (5), waterproof bag[UE], 1,513 gp, 6 sp, 2 cp
A silver unholy symbol of Asmodues
An iron circlet looks as though it were made of ironwood itself, shaped from the vines and thorns of the rose. While it gives the look of thorns attempting to pierce into the skin when worn, it is a carefully made piece of artistry to look like but not pierce the skin
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bloodrage (9 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Chameleon (Su) An alchemist with this discovery can shift the colors of his skin and equipment to blend in with the surrounding terrain. He gains a +4 enhancement bonus on Stealth checks. At 10th level, the bonus on Stealth checks increases to +8.
Claws of the Hag (Magic) (Ex) 2 magic claw attacks deal 1d4 damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye (2 rounds, 6/day, DC 14) (Su) 6As a std action, afflict 1 foe in 30 ft with –2 penalty to AC and attack for 2 rounds.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Mutagen (DC 14) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 20 minutes.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Scholar (Knowledge [nature], Knowledge [arcana]) +2 bonus on two Knowledge skills.
Share Will (Su) When your or familiar fails a save vs. mind-affecting effect, the other can roll in their place, but failure affects both.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (10) You have Spell Resistance.